I just downloaded 2.1 and can not play it. It makes the game (3.2.3) lag and the longer the game runs the more the lag until it locks up all together. Maybe I should not play with 7 bots but it lags in 2 player also.

If it helps, I did a 4v4 AI test (all normal difficulty) on the map mero_WarPaths and attached the logs. Some of your averages get really high (~50000 in some cases) while the worst column can be almost 1/4 of a second. eventResearched, eventDroidIdle, and eventStructureBuilt are the ones I remember being bad with performance. Not that my bot has amazing performance, but I think a goal of 5ms should be the max of any one function.

JimmyJack wrote:I just downloaded 2.1 and can not play it. It makes the game (3.2.3) lag and the longer the game runs the more the lag until it locks up all together. Maybe I should not play with 7 bots but it lags in 2 player also.

Btw you can code it so that your console prints are only enabled in cheat mode. `eventCheatMode()` helps figuring out if it is on. If you want to print stuff at start of the game, you can delay them by like 10 seconds by changing `debug(string_to_print)` to eg. `queue("debug", 10000, string_to_print)` (hope it works) so that you had time to press shift+backspace. This way you can still read them but regular users aren't distracted.

3.2+ HARD+ new: New experimental control function of the main army (stacks, retreats, waitings, better performance)

Highly recommend to try out the last point. To duel on NTW-like maps with game v3.2.3 on difficulty level HARD or INSANE.In the AI championship (WZ AI T) it is already distinguished by the ratio of victories and defeats among other bots.

wzait.png (70.23 KiB) Viewed 514 times

Much of the planned in this release, I did not have time to finish for my vacation. I'll put it on hold for the next release.This is one of the penultimate versions with support for 3.1.5, in the future I plan to give up support for 3.1.5 and focus on performance.

How were you able to simulate so many games played? You have simulated over 50,000 games??

Eventually I want to make a neural net for Nexus in Python but one problem is that it will require simulation of several thousand games. Right now I do manual simulations with autogame on but it's way too slow to collect enough game data to train a neural net because each game I have to go through the menus to relaunch it. I need to figure out if I can automate several game simulations with no human interaction so that I can collect data while I'm away.

MIH-XTC wrote:How were you able to simulate so many games played? You have simulated over 50,000 games??

Eventually I want to make a neural net for Nexus in Python but one problem is that it will require simulation of several thousand games. Right now I do manual simulations with autogame on but it's way too slow to collect enough game data to train a neural net because each game I have to go through the menus to relaunch it. I need to figure out if I can automate several game simulations with no human interaction so that I can collect data while I'm away.

The match goes from 30 seconds to two minutes, averaging a minute. The game match is from 15 minutes to 2 hours, when the bots got stupid. It turns out 50,000 games somewhere for a month. I have already longer spin scripts and autogame running on server 24/7.

Prot wrote: [...] The match goes from 30 seconds to two minutes, averaging a minute. The game match is from 15 minutes to 2 hours, when the bots got stupid. It turns out 50,000 games somewhere for a month. I have already longer spin scripts and autogame running on server 24/7.

It would be nice if you published your scripts, so that other people could use them as well.Besides, will your website soon be online again?

Forgon wrote:It would be nice if you published your scripts, so that other people could use them as well.Besides, will your website soon be online again?

Some scripts are outright bad code, and I am ashamed to show them. I've been asked to show code parsing maps in layers, still can not reach the hands to put in order code. As soon as I put in order immediately publish on github

By the way, my site is already online, there were problems with the Registrar.

Cyp wrote:On an unrelated note, does anyone happen to know anything about that weird wz2100_bot that seems to keep joining every hosted game?

Yep, this is mine, i recreated the network Protocol in php, the bot connects to the created game on the side of the player, and collects detailed information on the settings of the created game. Like start with base, alliances, energy, scavs, players and their rangs.http://wz2100.euphobos.ru/Because the master server Protocol is too simple and does not contain the necessary information about created games.I just don't see another way how I can still conveniently provide information to those who are interested, but who are too lazy to run the game client.